![]() |
Maraxus\' Modding questions
Hi. I know the spell modding is still quite limited, but could it be possible, to create a ritual, that:
-either effects all units in the world, -or even better, triggers an effect at the start of every battle? |
Re: Modding question (Rituals effecting units)
Uh, effect 10081 is damn interesting. I've checked some damage values that are not normally used.
Damage: 11: Every combat, every turn, every unit has a chance of being damaged. All units loose their armor in the first battle. 12: Every combat, every turn, there is a battlefield-wide fear effect. 13: First round every unit able to go berserk does so (nice!) Edith sais: Ah, these are the 81er effects ritualised. Edit3: Ah, I just checked "growing fury. Interesting. Me likes! |
Re: Modding question (Rituals effecting units)
Maraxus - do you mind if I incorporate those results into my spell modding guide?
Anyway, if you go to that thread, there's a list of all the enchantment codes, some of which do damage. There is not, AFAIK, any code to generate a user-designated effect at the start of each battle. I requested such a system in the modders wishlist, but the odds of it being implemented are somewhat remote. |
Re: Modding question (Rituals effecting units)
Well, it's just, that I found out "Hey, you can make 10081ers out of 81ers". http://forum.shrapnelgames.com/images/smilies/happy.gif
Spell-modding is really tough. Now, that I have found this really nice 10081+13, I'd like to aply the effect to all units, normally it's just friendly units. I guess, the #spec command could work but I can't find out, how. I've tired 262144, which should be "only vs hostiles" (plan would be to give it 2 effects, one for the hostiles, one for the friends to make it effect everybody) but it seams not to work. |
Re: Modding question (Rituals effecting units)
Okay, aaaand another one:
Spells have those "Secondary effects". Like a summoned commander with his guys and Vine arrow also entangling after damage. ...How does one mod this? |
Re: Modding question (Rituals effecting units)
You can't, it's a big limitation.
Actually you might be able to do the entangling bit. |
Next one...
The modding manual sais, you can use the numbers 67 to 79 to create new nations without overwriting existing ones.
I have now tried 67 and 68 and in both cases I seam to start from other nations: This is, when using 67 I start as Ryleth...something. #clearnation, #clearrec and #clearsites fixes most of this, but the nations still has Ryleth national Pretender (at least the Amphebean one) and more problematic, Ryleth national spells. Am I doing something wrong, or is it just, that I need to find a "blank nation" in 67-79 that has no national spells? |
Re: Modding question (Rituals effecting units)
Quote:
I've been working on a new nation for several months and looking to improve the final results by learning a few skills from the experts. Thanks! |
Re: Next one...
You should use nation slots 70-79 really, because Lanka and Eriu and Tuatha are taking up some slots now.
|
Re: Next one...
actually, can you ritualise any effect number? Ie, could you ritualise for example howl? That could be VERY weird.
|
All times are GMT -4. The time now is 12:09 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.